I just installed the most currently available local Tiles version for Windows, and I'm seeing some strangeness with the colors of the HP & MP bars. They are very "dim" (low color saturation), almost invisible, which I have never seen before. The font color for HP/MP current values & totals look fine, it's just the bar color that's off.

I can't figure out what init.txt setting would control this aspect of the game. Help please?

Here's a link to an example, which I took a screenshot of and uploaded to Imgur.

I haven't heard of this one, and I'm not seeing it on a default windows tiles install in a VM. Does it affect the noise bar as well? (You could test this with `tt` for example.) The relevant rc options are hp_colour and mp_colour, but I'm not sure what settings you could pick that would get this result. Edit: are there any other visual oddities that you've noticed?

GL_LINEAR Returns the weighted average of the four texture elements that are closest to the center of the pixel being textured.

I think it's applying the average RGBA from the USE_TILE_LOCAL HP_Bar and MP_Bar definitions, which each contain 4 RGBA values (that are presumably being setup as overlapping textures?), to wit:HP_Bar(LIGHTGREEN, GREEN, RED, DARKGREY);MP_Bar(BLUE, BLUE, LIGHTBLUE, DARKGREY);

GL_LINEAR Returns the weighted average of the four texture elements that are closest to the center of the pixel being textured.

I think it's applying the average RGBA from the USE_TILE_LOCAL HP_Bar and MP_Bar definitions, which each contain 4 RGBA values (that are presumably being setup as overlapping textures?), to wit:HP_Bar(LIGHTGREEN, GREEN, RED, DARKGREY);MP_Bar(BLUE, BLUE, LIGHTBLUE, DARKGREY);

Plugging those RGB values into paint looks about right after accounting for the alpha (blending with black window background, probably?)

That's much more logical sounding than how local tiles actually draws those bars, which is to use text and draw the bar using a sequence of putwch(' ') with one of those colors as a background color and a black foreground, choosing color depending on where the space is in the bar vs. bar value. Nothing is intentionally overlapping. But it's possible that it was just blending the relevant colors with black, maybe twice, for each position, because of the way drawing an empty glyph is implemented.

Ok, I'm glad to learn it was something that could be corrected in a future version! I have a large monitor, so I love setting the tiles to 64 pixels, turning on tile_filter_scaling and having the game tiles look smooth & not too blocky / pixelated. The dim HP/MP bar colors in 0.21.1 are an annoyance, but not game-breaking ... with 64 pixel tiles I can see the mini HP/MP bars under my character's feet well enough.